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I need advice to avoid crashes with mods.


someidiot777

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Hey guys and gals, I need help figuring out some stuff for some programs and my mod list to avoid crashes.

 

I have installed all my mods with Fallout Mod Manager and doing the following steps:

1. Manual download the Mod

2. Open FOMM, then Package Manager, and then Add FOMod.

3. Activate the mod.

 

That seem easy enough, but if I did anything wrong please advise.

 

I have been using the FNVEdit just to check if everything is in order. I don't really know what to do with it except to make merged patches by:

1. Waiting for it to finish loading the list

2. Right click anywhere on the left panel

3. Then select "Create Merged Patch

 

I have also the NVSE in the C:\Program Files (x86)\Steam\steamapps\common\fallout new vegas.

I a bit trouble on how the FNV 4gb NVSE works.

It saids just to use the fnv4gb application to work, but does it include the nvse automatically?

 

I have started to use the New Vegas Configator to help the computer but I wish to launch it with the fnv4gb application so I have link it like so: C:\Users\Shadowfox\Desktop\FNV 4gb NVSE\fnv4gb.exe

I just making sure if the settings of New Vegas Configator will run with fnv4gb.

 

Lastly I using Wrye Flash which a lot of the features puzzle me.

Some of the mods have a red shade over their text. The Wrye Bash help file doesn't mention red on the text, just red boxes. I don't know if that is good or bad. Please advise on that.

 

I also don't know too much about the bash tags. The "Bash Tag suggestion(s)" tells me to put a certain mod with more bash tags? Like to add what it suggest to the bottom right where it says "Bash Tags"

After doing that to all the mods that it suggest, the steps are to: ?

1. Run Boss

2. Crtl + A the mods and select "Mark Merge-able"

3. Select the "Bashed Patch" and then "Rebuild Patch"

 

Some say it incompatible with other mods, such as

 

 

FlashlightNVSE.esp Active

 

Incompatible with: Project Nevada - FlashlightNVSE.esp

 

 

 

Please help me out with that.

 

 

FalloutNV.esm Active

DeadMoney.esm Active

 

Bash Tag suggestion(s): {{BASH: Deflst}}

 

HonestHearts.esm Active

OldWorldBlues.esm Active

LonesomeRoad.esm Active

GunRunnersArsenal.esm Active

ClassicPack.esm Active

MercenaryPack.esm Active

TribalPack.esm Active

CaravanPack.esm Active

IWS-Core.esm Active

 

Bash Tag suggestion(s): {{BASH: Delev}}

Note: Loaded early to let other mods override spawn points if needed.

 

AWorldOfPain(Preview).esm Active

 

Bash Tag suggestion(s): {{BASH: Invent, Deflst}}

 

MoMod.esm Active

 

Bash Tag suggestion(s): {{BASH: Relev}}

Incompatible with: monsterrach.esp

 

Project Nevada - Core.esm Active

Project Nevada - Equipment.esm Active

 

Bash Tag suggestion(s): {{BASH: Delev, Invent}}

Requires: New Vegas Script Extender and Project Nevada - Core.esm

 

WMVM.esm Active

D.E.I.M.O.S..esm Active

Project Nevada - Rebalance.esp Active

Project Nevada - Cyberware.esp Active

RHKGilbertCompanion.esm Active

Mission Mojave - Ultimate Edition.esp Active

 

Bash Tag suggestion(s): {{BASH: Actors.AIPackages, NoMerge, Sound, Stats, Scripts}}

Incompatible with: Compiled Patch.esp, Compiled Patch All_DLCs.esp, Community Bugfix Compilation Patch.esp

Requires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, GunRunnersArsenal.esm

 

CASM.esp Active

 

Note: Do not use with Auto Incremental Save; has the same purpose.

 

The Mod Configuration Menu.esp Active

The New Bison Steve Hotel.esp Active

Project Nevada - Dead Money.esp Active

 

Requires: DeadMoney.esm and Project Nevada - Core.esm

Incompatible with: Project Nevada - Dead Money + Honest Heart Patch.esp and Project Nevada - Dead Money SF + Honest Hearts Patch.esp

 

Project Nevada - Honest Hearts.esp Active

 

Requires: HonestHearts.esm and Project Nevada - Core.esm

Incompatible with: Project Nevada - Dead Money + Honest Heart Patch.esp and Project Nevada - Dead Money SF + Honest Hearts Patch.esp

 

Project Nevada - Old World Blues.esp Active

 

Requires: OldWorldBlues.esm and Project Nevada - Core.esm

Note: Choose only one of Project Nevada - Old World Blues.esp and Project Nevada - Old World Blues (No Cyberware).esp, not both

 

Project Nevada - Lonesome Road.esp Active

 

Requires: LonesomeRoad.esm and Project Nevada - Core.esm

 

Project Nevada - Gun Runners' Arsenal.esp Active

 

Requires: GunRunnersArsenal.esm and Project Nevada - Core.esm

 

NewVegasBounties.esp Active

IWS-Core-Patrols.esp Active

IWS-Core-Guards.esp Active

IWS-Core-Civilians.esp Active

IWS-DM.esp Active

IWS-HH.esp Active

IWS-OWB.esp Active

IWS-LR.esp Active

FlashlightNVSE.esp Active

 

Incompatible with: Project Nevada - FlashlightNVSE.esp

 

AWOPDeadMoney.esp Active

NVWillow.esp Active

RWKNV.esp Active

101Billboards.esp Active

101Posters.esp Active

Quick Trade.esp Active

 

Requires: The Mod Configuration Menu

 

WeaponModsExpanded.esp Active

 

Bash Tag suggestion(s): {{BASH: Invent, Delev, WeaponMods}}

Incompatible with: RH_IRONSIGHTS_NV.esm, Weapon Mod Expansion.esm, AND Weapon Mod Expansion.esp

 

Project Nevada - WMX.esp Active

 

Bash Tag suggestion(s): {{BASH: Graphics, Invent, Names, WeaponMods}}

Requires: WeaponModsExpanded.esp and Project Neavda - Core.esm and Project Nevada - Equipment.esm

 

WMX-DeadMoney.esp Active

 

Bash Tag suggestion(s): {{BASH: Invent}}

Requires: DeadMoney.esm, WeaponModsExpanded.esp

 

WMX-HonestHearts.esp Active

 

Bash Tag suggestion(s): {{BASH: Invent}}

Requires: HonestHearts.esm, WeaponModsExpanded.esp

 

WMX-OldWorldBlues.esp Active

 

Bash Tag suggestion(s): {{BASH: Invent}}

Requires: OldWorldBlues.esm, WeaponModsExpanded.esp

 

WMX-LonesomeRoad.esp Active

 

Bash Tag suggestion(s): {{BASH: Invent}}

Requires: LonesomeRoad.esm, WeaponModsExpanded.esp

 

WMX-GunRunnersArsenal.esp Active

 

Bash Tag suggestion(s): {{BASH: Invent}}

Requires: GunRunnersArsenal.esm and WeaponModsExpanded.esp

 

WMX-PreOrderPackClassic.esp Active

 

Requires: ClassicPack.esm and WeaponModsExpanded.esp

 

WMX-PreOrderPackCaravan.esp Active

 

Requires: CaravanPack.esm and WeaponModsExpanded.esp

 

WMX-PreOrderPackMercenary.esp Active

 

Requires: MercenaryPack.esm and WeaponModsExpanded.esp

 

WMX-PreOrderPackTribal.esp Active

 

Requires: TribalPack.esm and WeaponModsExpanded.esp

 

 

Sorry for the long post, and please help me with this. Thanks in advance. ;)

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